Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-09-11 Thread thorsten . i . renk

Hi Stuart,

 I'd really like the 3D cloud infrastructure to be used for all the
 clouds, so
 if there are features missing we should address them.

 Would it be possible to modify the 3D clouds so that they can be used for
 the rain texture as well? For example, I could provide a sprite
 distribution
 on the surface of a cylinder rather than a sphere if that would help.

Just a short answer to this part: All these objects (rain textures, Cirrus
clouds,...) do not use the 3d cloud infrastructure because they are not 3d
clouds.

Cirrus and Cirrocumulus clouds are textures projected on a non-rotated but
cruved surface (a bit like a saddle) - I see no straightforward way to get
that with a shader, and I've never made any attempt work to render them as
true 3d objects.

(Technically, the reason is that they show fine detail with large
variation, so cloudlets need to be large, and a preferred direction for
the feathers - so whenever you rotate them, it shows immediately). Also in
the literature, I haven't seen anyone who claimed to have generated true,
rotating 3d Cirrus clouds).

Cirrostratus and the larger Cirrocumulus don't have that problem, as they
don't show preferred direction and have less fine detail - for those I
needed z-scaling.

Rain doesn't use a 3d but a 2d cylinder billboard rotation - I suppose
that can be adapted to use with the shader easily enough by passing a
parameter that tells which rotation is to be used if we want to do that.

* Thorsten







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Re: [Flightgear-devel] Cmake

2011-09-11 Thread Durk Talsma
Hi Mathias,
On 10 Sep 2011, at 10:57, Mathias Fröhlich wrote:

 
 Hi,
 
 
 Ok, then it's probably best to deinstall the distros cmake and install cmake 
 from sources. Or may be cmake has some binary distributions that fits your 
 needs.
 


Thanks for your suggestion (and to Fred as well). All things considered, I 
decided that it would be time to bite the bullet and to a full system upgrade 
from opensuse 10.0 to 11.4. The upgrade is proceeding smoothly, and I'm 
currently compiling OpenSceneGraph SVC/trunk. I hope that FlightGear will 
behave nicely with the xinerama xserver configuration, because I'm running 
kde4, which apparently doesn't like multiple monitor configurations that much 
(last time I checked there were some performance / stability issues, but that 
was 3 years ago...).

I'm also taking this opportunity to try out a few new things. A couple of years 
ago I had already switched from emacs to kdevelop for editing, but now with 
cmake, it looks like it's also very easy to generate kdevelop compatible 
project files. Maybe that was already possible with autoconf, but I never 
really tried it. 

Cheers,
Durk


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Re: [Flightgear-devel] Cmake

2011-09-11 Thread Andreas Gaeb

Hello,

Am 11.09.2011 09:57, schrieb Durk Talsma:

[..] I hope that FlightGear will behave nicely with the
xinerama xserver configuration, because I'm running kde4, which
apparently doesn't like multiple monitor configurations that much
I'm using a double monitor setup here with 11.4/KDE4 configured via 
xrandr without any problems, so that looks stable by now.



I'm also taking this opportunity to try out a few new things. A
couple of years ago I had already switched from emacs to kdevelop for
editing, but now with cmake, it looks like it's also very easy to
generate kdevelop compatible project files. Maybe that was already
possible with autoconf, but I never really tried it.
one problem I noticed with that is that the headers aren't added to the 
project in SimGear. At least Codeblocks is not able to add them 
automatically parsing the includes, so the attached patch does that 
explicitly. This allows things like jump to definition also for 
header-only classes, which up to now produces errors. Apart from that, 
I'm doing fairly well with the generated CB projects. Haven't tried 
kdevelop, though.


While we're at it, FindOpenSceneGraph.cmake claims it was added in CMake 
2.6.3, while SimGear's CMakeList only has cmake_minimum_required(VERSION 
2.6) , so this should be updated (maybe directly to 2.8?).


Yet another thing: when trying to build with CMAKE_BUILD_TYPE 
RelWithDebInfo or MinSizeRel, the FlightGear build will fail unless you 
have SimGear libraries in Release configuration still around (against 
which it will link, but not against the matching configuration). This is 
because SelectLibraryConfigurations.cmake only knows about Debug and 
Release. Fixing this might however be a bit tricky, and I don't know how 
many people are actually going to use these build types. Maybe a warning 
about an unsupported build type is sufficient. As a fallback it is 
always possible to alter CMAKE_CXX_FLAGS directly.


Best regards,
Andreas


commit 8334007d6a1f7b9831fd1fd8813dc6752f042c10
Author: Andreas Gaeb a.g...@web.de
Date:   Fri Sep 9 21:28:37 2011 +0200

Add headers to library components

so that they get included into the IDE project files

diff --git a/CMakeModules/SimGearComponent.cmake b/CMakeModules/SimGearComponent.cmake
index 3eb5740..7dbf5f1 100644
--- a/CMakeModules/SimGearComponent.cmake
+++ b/CMakeModules/SimGearComponent.cmake
@@ -14,7 +14,7 @@ macro(simgear_component name includePath sources headers)
 
 else()
 set(libName sg${name})
-add_library(${libName} STATIC ${sources} )
+add_library(${libName} STATIC ${sources} ${headers})
 
 install (TARGETS ${libName} ARCHIVE DESTINATION lib${LIB_SUFFIX})
 install (FILES ${headers}  DESTINATION include/simgear/${includePath})
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Re: [Flightgear-devel] Cmake

2011-09-11 Thread Christian Schmitt
Christian Schmitt wrote:

 I have used CMake in the Gentoo packages pretty much from the start, but
 right now I'm experiencing some problems: all is good as long as I have
 libsvn support enabled in SG and FG. When I disable it in SG and want to
 recompile FG afterwards (also disabled, of course), I get a linking error
 for Terrasync:
 

This is now solved with the latest FG git version. Thanks!

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Re: [Flightgear-devel] substantial base package size increase

2011-09-11 Thread Vivian Meazza
Curt,

 

We could retire the old .png textures where these have been replaced by
.dds. That would more or less restore the old package size. However, unless
the issue is really pressing I would recommend waiting a while until it's
all thoroughly bedded in.

 

I also see that new aircraft have been added to fgdata. Tim requested a
while back that new aircraft should be placed in their own repo. Doing this
should prevent the data from growing significantly. We could move existing
aircraft to their own repos bit by bit which will significantly reduce the
size of fgdata.

 

Vivian

 

-Original Message-
From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 10 September 2011 15:39
To: FlightGear developers discussions
Subject: [Flightgear-devel] substantial base package size increase

 

I just noticed when I pushed out the latest developer snapshot build that
our setup.exe size has grown from about 410 Mb to 500+ Mb.  I think (?) this
may be the new dds textures?  I'm not making a judgement, or calling for a
particular action here, but it might be worth thinking/discussing if there
is a way to push the size back down, or are we ok with 500Mb+ (1/2 a Gb) on
our setup.exe size?


Thanks,


Curt.
-- 

Curtis Olson:

http://www.atiak.com - http://aem.umn.edu/~uav/

http://www.flightgear.org - http://gallinazo.flightgear.org

 

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Re: [Flightgear-devel] CHMOD 0755 on some files

2011-09-11 Thread Erik Hofman
On Sun, 2011-09-11 at 12:13 +0200, Roland Häder wrote:
 Hi,
 
 with recent commit there have been changed CHMOD from 0644 to 0755 on
 some files. Here is the full list I have seen:

I seem to recall this happened to me before, how does that happen?
I've just copied them from the JSBSim source files and would have
expected the mode to be unchanged.

Erik



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Re: [Flightgear-devel] Cmake

2011-09-11 Thread Mathias Fröhlich

Hi,

On Sunday, September 11, 2011 12:55:33 Christian Schmitt wrote:
 This is now solved with the latest FG git version. Thanks!
Ok, thanks, I was on the way asking for that :)

Mathias

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Re: [Flightgear-devel] CHMOD 0755 on some files

2011-09-11 Thread Bertrand Coconnier
2011/9/11 Erik Hofman e...@ehofman.com:
 On Sun, 2011-09-11 at 12:13 +0200, Roland Häder wrote:
 Hi,

 with recent commit there have been changed CHMOD from 0644 to 0755 on
 some files. Here is the full list I have seen:

 I seem to recall this happened to me before, how does that happen?
 I've just copied them from the JSBSim source files and would have
 expected the mode to be unchanged.

 Erik


The script admin/jsb2fg uses the unix command 'cp -p' that preserves
the chmod of the source file. Since these files have the incorrect
chmod in JSBSim CVS, then it affects FlightGear as well.

Execution flags have been corrected in the git repositories of JSBSim
but it seems nobody knows how to fix that in CVS ?

Bertrand.

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Re: [Flightgear-devel] CHMOD 0755 on some files

2011-09-11 Thread Roland Häder
On Sun, 2011-09-11 at 13:16 +0200, Erik Hofman wrote:
 I seem to recall this happened to me before, how does that happen?
 I've just copied them from the JSBSim source files and would have
 expected the mode to be unchanged.
Hi,

do you use Windozer or so? If yes, that might be the reason. When
Windows copies, creates or just saves files, the permissions got set to
0755 on files and 0777 for directories.

I know a way for Subversion to prevent this. It is called
'auto-properties', maybe also GIT provide this?

Okay, I have to go now. Ice hockey is starting in one hour and I want to
meet my friends before it.

Regards,
  Roland




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[Flightgear-devel] In air and on ground start-ups. (JSBSIM)

2011-09-11 Thread Alan Teeder
Does anyone have a simple recipe or set of rules for making a JSBsim turbine 
engine set running for an in-air start and not-running for an on-ground start?

The in-air trim works fine, but it takes a long time to start the engines once 
the aircraft is released. 

I have been able to make my engines running at start-up, but don´t want this to 
be the case when FG is initialised, or re-set, on the ground.

Any clues, or a pointer to an example aircraft, would be welcome.

TIA

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Re: [Flightgear-devel] RE : Cmake

2011-09-11 Thread Frederic Bouvier
Oops.

- Mail original -
 The Cmake build for windows with VS2010 is now operational on
 jenkins. I am not interested in speed comparisions between the build created 
 by

Err (embarassing) : I am noW interested in speed comparisons ...


 'Win32-installer' (vs2008) and 'Win32-installer-Cmake' (vs2010).
 
 The current vs2008 build and project will live until 2.6 is released,
 which should be based on the new build/compiler. After that it will
 be
 deprecated and removed from the repository.
 
 Regards,
 -Fred
 
 Le 05/09/2011 18:31, Frederic Bouvier a écrit :
  My intention is, with the help of James and Gene, to convert the
  current Jenkins build to VS2010 and Cmake in the next few weeks.
  Cmake
  and VS2010 combinaison has always worked for me, and I am
  interested
  to here about issues.
 
  Regards,
  -Fred
 
 
 
  Alan Teeder ajtee...@v-twin.org.uk a écrit :
 
 
  Please don´t.
 
  I reverted from VC100 to VC90 as the Cmake process was always
  failing.
  There is a difference between Hudson saying that all is OK with
  Cmake and
  Visual Studio VC100 producing working executables.
 
  This was all with the de-facto standard 3rd party package from
  ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/.
 
  I could get the system to work, but then it would all go wrong
  after a
  few
  days or weeks. On the other hand the current VC90 project files
  seem
  quite
  robust.
 
  Just my experience.
 
 --
 Frédéric Bouvier
 http://www.youtube.com/user/fgfred64   Videos
 
 
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Re: [Flightgear-devel] Links for new FlightGear pilots

2011-09-11 Thread Jörg Emmerich
Hi Stuart
Thanks - that offer was a nice surprise
Surely I want to work together with all of you to get the best, up to
date Manual/PDF possible. And surely I am highly interested in
integrating  what I have into any company-wide release system.
joacher@gm.. now proposed the link to www.lyx.org and I had a short
look:
- seems you can even import HTML into that system
- and sftw.-download for UBUNTU is available (ver.2.0.0)
So I will have a closer look next week and try what I can do with it.

In parallel I am still in the final review of my proposal (wording,
spelling, comparing EN/DE, links, etc) - hope to have that done within
the next 2 weeks - and surely you can help improving - I will check
how to grant excess (either on my UBUNTU-cloud or homepage).

Pls see my answers to your points inserted in the following.
I am positive we can arrange a common understanding and work-line. I am
looking forward to it!
joe


On Sat, 2011-09-10 at 00:05 +0100, Stuart Buchanan wrote: 
 On Mon, Sep 5, 2011 at 2:45 PM, I wrote:
  More comments when I get the time once I'm back.
 
 Hi Jomo,
 
 I finally got the time to look at your work in detail. I think there's
 a lot of really good work here, and it obviously represents a lot of
 time and effort. Thanks again.
 
 I _really_ like a number of things you've done with the structure. The
 following comments look at what you've done as a contrast to the
 existing Manual, and with a view to changing The Manual:
 
 1) The Briefing section (which covers some of the Take-off and
 In-Flight sections of the existing manual) looks like it is designed
 to get the first time FGer up and running quickly. I really like it as
 a concept, and it's something that the existing Manual doesn't
 provide. I think it goes into a bit too much detail (e.g. covering the
 keyboard XML format), and could be cut down still further to provide a
 simple introduction to choosing and aircraft, airport and setting the
 time/weather for a flight, along with an introduction to the controls.

My basic thought was indeed (see Start - For the most
impatient (uuups: I just notice: My wording there is not perfect)): If
the new guy has installed FlightGear by whatever means - let him start
exercising it - and have the referencing system explain him any
questions popping up. i.e. start with SOLO Flight as a first
introduction. That way I hope to keep his attention - which i am afraid
will not last long when I first try to explain all the Basics. 

I am even thinking about putting the Installation + Briefing into
the Appendix and just start with Solo! That other stuff is boring -
let him start with using and then explain him what he then, later may
want to know! The whole FlightGear principle is like that: Start with
one small area and a few aircraft - he will then develop his appetite
for more some time - for sure! And then he will look for those infos!

I know: That is not how you (should) study something - but most of our
customers are young and want to fly - not study! And somehow I
understand those people: I always was more the trying then the
theory guy!

So I could imagine to structure like:
1) Start as is
2) Flight-Manuals (Solo up to Features
+ Briefing 1st part Starting Up only
3) Technical References (Installation + Briefing-rest)
4) Appendix mostly as is 

Did I shock you now ???

 2) The First Solo complements the existing tutorials well. Nice work!
 
 3) Moving some of the detailed reference material (e.g. command-line
 options) to an appendix makes a lot of sense.
 
 4) Your work highlights the importance of providing better navigation
 between sections. We should certainly be looking at how we can improve
 navigation within the HTML version of The Manual. It would be great if
 we could have each chapter in the bar on the top, along with a section
 drop-down to provide straightforward navigation.
 
 Taking a step back, IMO there should be three separate sections to The Manual:
 a) A Getting Started Guide
 b) A Reference Guide
 c) Tutorials
 
 In fact I think that was the plan ages ago, but initially only the
 first was created (hence the filename - getstart.pdf), and over time
 its scope expanded to cover all three.
 
 At present the first two are combined, but your work shows that we
 really should be separating them more, so that the first Getting
 Started section covers the basics, and provides references to the
 detailed documentation in the Reference Guide.

I am not sure what those initially thought areas actually should have
covered, seeing it from today i would suggest 3 FlighTgear-Manuals

1) Flying: We are working on it.
Here I would suggest a Manual!

2) Designing and modeling: I could see it going through some
modeling-examples and by that introducing the existing programs,
procedures, books and wikis. It should cover the whole design aspects
and may even include the Program itself. Not a programming manual - but
something showing the major tools in action - and where to start and 

[Flightgear-devel] Display existing path?

2011-09-11 Thread Adam Dershowitz, Ph.D., P.E.
Is there any easy way to show a prior route in Flightgear?  In other words, if 
I have a set of recorded GPS points (lat,long, alt) in a text file can I 
display them in 3-D space, as I am flying in flightgear?  Ideally I would like 
points (some box or sphere icon?) connected with line segments.
There are three different approaches that occur to me, so I figured I would 
check if anyone has done anything like this, and see if anyone can offer any 
guidance.
1)  It is probably possible to generate some custom scenery that has my desired 
path as custom made objects.  But this seems like it is likely the most 
difficult approach?

2)  It seems likely that it could be done with nasal, but I have really not 
done any nasal coding.  One approach might be to hard code a bunch of objects, 
representing points, in the right locations into a nasal file.  This is not 
very flexible, as each nasal script would be for a given single path.

3)  Finally, what seems most general would be to write some code in nasal that 
can read in a csv file, and then to display objects in those locations.  Is 
this feasible?  Can nasal import a csv file or other general file format that 
could contain points?

If any of you have any existing code, or suggestions, I would love to hear it.  

Thanks,

--Adam




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Re: [Flightgear-devel] Cmake

2011-09-11 Thread Durk Talsma
Hi Andreas,


On 11 Sep 2011, at 12:18, Andreas Gaeb wrote:

 one problem I noticed with that is that the headers aren't added to the 
 project in SimGear. At least Codeblocks is not able to add them automatically 
 parsing the includes, so the attached patch does that explicitly. This allows 
 things like jump to definition also for header-only classes, which up to 
 now produces errors. Apart from that, I'm doing fairly well with the 
 generated CB projects. Haven't tried kdevelop, though.


Thanks for sharing your experiences. After having played with the new kdevelop, 
my first impression is leaning toward the positive side, but not completely 
positive. I like the enhanced editing, and online syntax checking. 
Particularly, the context sensitve list of suggested completions is really 
handy. But, some other options, like the kdevelop definition of a current 
project selection is slightly awkward, and I also found that the integrated 
cmake is slightly awkward when you choose a build location other than the 
default. But, given that I have been learning as I went, it's probable that I 
left a trail of garbage behind. So, I might restart from scratch and take it 
from there. 

 
 While we're at it, FindOpenSceneGraph.cmake claims it was added in CMake 
 2.6.3, while SimGear's CMakeList only has cmake_minimum_required(VERSION 2.6) 
 , so this should be updated (maybe directly to 2.8?).

I thought that Fred mentioned on the mailing list the we only officially 
support cmake 2.8.0 and higher.
 
 Yet another thing: when trying to build with CMAKE_BUILD_TYPE RelWithDebInfo 
 or MinSizeRel, the FlightGear build will fail unless you have SimGear 
 libraries in Release configuration still around (against which it will link, 
 but not against the matching configuration). This is because 
 SelectLibraryConfigurations.cmake only knows about Debug and Release. Fixing 
 this might however be a bit tricky, and I don't know how many people are 
 actually going to use these build types. Maybe a warning about an unsupported 
 build type is sufficient. As a fallback it is always possible to alter 
 CMAKE_CXX_FLAGS directly.
 

Which actually brings me to the next question: I'm currently trying to build a 
heavily optimized version of FlightGear, and want to pass a number of options 
cmake. I got the basic mechanism to work; i.e. -D CMAKE_CXX_FLAGS=-O3 -Wall. 
But, in my autoconf based compile script, I pass an option containing an equals 
character (i.e. =_). When I try to pass that to cmake, using for example: -D 
CMAKE_CXX_FLAGS=-O3 -Wall -march=native, if found that the entire token 
containing the = character, as well as all the tokens following it, are  
ignored. I've tried most of the known unix tricks to escape the = character, 
but to no avail. Any ideas?

Cheers,
Durk 


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Re: [Flightgear-devel] Cmake

2011-09-11 Thread Bertrand Coconnier
2011/9/11 Durk Talsma durkt...@gmail.com:

 Which actually brings me to the next question: I'm currently trying to build 
 a heavily optimized version of FlightGear, and want to pass a number of 
 options cmake. I got the basic mechanism to work; i.e. -D 
 CMAKE_CXX_FLAGS=-O3 -Wall. But, in my autoconf based compile script, I pass 
 an option containing an equals character (i.e. =_). When I try to pass that 
 to cmake, using for example: -D CMAKE_CXX_FLAGS=-O3 -Wall -march=native, if 
 found that the entire token containing the = character, as well as all the 
 tokens following it, are  ignored. I've tried most of the known unix tricks 
 to escape the = character, but to no avail. Any ideas?

 Cheers,
 Durk


Have you tried to append your flag with :STRING ? It should look
like -D CMAKE_CXX_FLAGS:STRING=-O3 -Wall -march=native.

Cheers,

Bertrand.

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Re: [Flightgear-devel] Cmake

2011-09-11 Thread Durk Talsma

On 11 Sep 2011, at 20:25, Bertrand Coconnier wrote:

 
 Have you tried to append your flag with :STRING ? It should look
 like -D CMAKE_CXX_FLAGS:STRING=-O3 -Wall -march=native.
 

Not yet, but I'll certainly give it a try.

Thanks!

Cheers,
Durk


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Re: [Flightgear-devel] Cmake

2011-09-11 Thread Durk Talsma

On 11 Sep 2011, at 13:18, Mathias Fröhlich wrote:

 
 Hi,
 
 On Sunday, September 11, 2011 12:15:42 Durk Talsma wrote:
 -- Configuring incomplete, errors occurred!
 I don't get that hard error, but I have checked in something that fixes 
 similar 
 symptoms. So, could you retry?
 
Hi Mathias,

My error was in SimGear, and your fix was for FlightGear, it I'm correct. So, 
I'm not sure if that would fix it. 

Cheers,
Durk


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Re: [Flightgear-devel] Display existing path?

2011-09-11 Thread Curtis Olson
Hi Adam,

This has been something I thought would be a nice feature too.  It should be
possible.  I've placed other models using nasal to create interesting
scenes.  It would be kind of cool for simulated UAV work to see your exact
waypoint target in 3d space.

Curt.


On Sun, Sep 11, 2011 at 12:30 PM, Adam Dershowitz, Ph.D., P.E. wrote:

 Is there any easy way to show a prior route in Flightgear?  In other words,
 if I have a set of recorded GPS points (lat,long, alt) in a text file can I
 display them in 3-D space, as I am flying in flightgear?  Ideally I would
 like points (some box or sphere icon?) connected with line segments.
 There are three different approaches that occur to me, so I figured I would
 check if anyone has done anything like this, and see if anyone can offer any
 guidance.
 1)  It is probably possible to generate some custom scenery that has my
 desired path as custom made objects.  But this seems like it is likely the
 most difficult approach?

 2)  It seems likely that it could be done with nasal, but I have really not
 done any nasal coding.  One approach might be to hard code a bunch of
 objects, representing points, in the right locations into a nasal file.
  This is not very flexible, as each nasal script would be for a given single
 path.

 3)  Finally, what seems most general would be to write some code in nasal
 that can read in a csv file, and then to display objects in those locations.
  Is this feasible?  Can nasal import a csv file or other general file format
 that could contain points?

 If any of you have any existing code, or suggestions, I would love to hear
 it.

 Thanks,

 --Adam





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Re: [Flightgear-devel] Cmake

2011-09-11 Thread Ron Jensen
On Monday 05 September 2011 10:10:27 Curtis Olson wrote:

 Are there any cmake based build instructions available anywhere?  I'm not
 seeing them.


 I'm just hoping the cmake jocks will put themselves in the position of
 non-cmake jocks and help ease the transition from multiple fronts for many
 of our different classes of users/developers.

 Thanks!

 Curt.


Let me echo what Curt said. I don't like CMake that much, because it seems 
overly complicated. HOW DO I BUILD FLIGHTGEAR NOW?

Thank you,

Ron

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[Flightgear-devel] [OT] B-29 touring Oklahoma and Texas

2011-09-11 Thread Reagan Thomas
I've been travelling on business for a while and have one week more on the
road, so I was both excited and distressed to see and email from my boss
that said the only flying B-29 will be in Stillwater, OK on Tues Sept 13.
Why they chose a stop in Stillwater, I'm not sure.  Maybe because of its
history as an air depot in WWII and a place where some 470-something WWII
warbirds were parted out for scrap after the war (google Searcy Field).
Or maybe it's just a convenient stopover on the way from Nebraska to Texas.

Their continuing schedule takes them to various cities in Texas over this
month.  Seats are available for flying tours (I can't afford them).  See the
link below:

http://www.cafb29b24.org/rides/ride-in-the-only-b-29.html

-Reagan
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Re: [Flightgear-devel] New experimental mapserver

2011-09-11 Thread Ron Jensen
On Friday 09 September 2011 11:33:17 Curtis Olson wrote:
 Hi Yves,

 The general approach that genapts uses this.

...
 We get to pick the order we process the airport surface objects, so we pick
 the runways first, and probably the biggest runways before the smaller
 runways.  Then the bigger taxiways before the littler taxiways, etc.
  Biggest/most important to smallest, least important.
...

 This is actually incorrect handling. Taxiways should be processed in order 
they appear in the 8.10 data file. I believe it has been fixed in 
Terragear-cs to behave this way. A heuristic approach based on size prevents 
an airport artist from using the taxidraw ordering feature from hinting at 
the correct orientation. You don't always want the longest taxiway on top.

Ron

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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-09-11 Thread Stuart Buchanan
On Sun, Sep 11, 2011 at 7:47 AM,  Thorsten Renk wrote:
 I'd really like the 3D cloud infrastructure to be used for all the
 clouds, so
 if there are features missing we should address them.

 Would it be possible to modify the 3D clouds so that they can be used for
 the rain texture as well? For example, I could provide a sprite
 distribution
 on the surface of a cylinder rather than a sphere if that would help.

 Just a short answer to this part: All these objects (rain textures, Cirrus
 clouds,...) do not use the 3d cloud infrastructure because they are not 3d
 clouds.

Thanks for the explanation. Doesn't look like there's much benefit from
hacking the 3D clouds system to do something it's not intended to.

So... that leaves fixing the underlying problem.

The problem definitely seems to be that any other objects in the scenery with
an alpha layer are rendered after the clouds, so are rendered in front of them,
irrespective of the viewpoint and their relative positions. By
removing the alpha
layer from the texture of the stratosphere-tower in Las Vegas, I was
able to work
around the problem.

Unfortunately, fixing this is going to require someone with more knowledge of
OSG than I have. The problem is that the 3D clouds are in an earlier
rendering bin
 from the scenery models with transparent textures, which means that the clouds
are rendered first in their entirety, and then the scenery models, with no
consideration of the relative position (i.e. depth) compare with the clouds.
This was done for perf reasons. Putting the clouds in the same rendering bin
(i.e. TRANSPARENT_BIN) halves the framerate on my system.

I'm not sure there is a fix for this that doesn't massively impact
performance, unless
we add some of these objects to the CLOUDS_BIN and then depth-sort them within
the cloud code itself which depth-sorts slowly across multiple frames
to avoid exactly
the performance hit from depth sorting the entire TRANSPARENT_BIN in
each frame.

Tim/Matthias - care to comment?

Thorsten - FYI I've committed an update the README.3DClouds which documents the
recent changes (z-scaling, changed defaults etc.) I've also got a
merge request in
to fix the flat field cloud placement bug.

-Stuart

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[Flightgear-devel] Frame rates in git version?

2011-09-11 Thread Curtis Olson
Sometime in the last week I noticed the Flightgear frame rates on my machine
went to about 1/3 of what they were previously.  I haven't worked super hard
on this, but here's what I can say.

When I fire up the Cub at --airport=KANE with clear skies I get:

v2.4 = 90 fps (bounces around a bit but usually 90 or above)
git = 20-25 fps (same options, same aircraft, same clear skies.)

This gets even worse when I fly the f-14b off the Vinson ... even out at sea
with just a few clouds it seems like my frame rates are usually less than 20
(12-17 range) with the git version.

Has anyone else noticed this or should I be looking for a local build
problem?

It doesn't seem to be related to my video driver update since v2.4 runs with
the frame rates I expect.

I recently moved over to trying to build with cmake by default, but cmake
hides the compile options so I honestly don't know how to even check what
compile options I'm building with now that I switched to cmake.  Can anyone
tell me how to figure that out? Is there a detailed build log that gets
saved somewhere?

Thanks,

Curt.
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Re: [Flightgear-devel] Frame rates in git version?

2011-09-11 Thread Martin Spott
Curtis Olson wrote:

 I recently moved over to trying to build with cmake by default, but cmake
 hides the compile options so I honestly don't know how to even check what
 compile options I'm building with now that I switched to cmake.  Can anyone
 tell me how to figure that out? Is there a detailed build log that gets
 saved somewhere?

Add -D CMAKE_VERBOSE_MAKEFILE=TRUE and you'll get verbose output,

Martin.
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Re: [Flightgear-devel] Frame rates in git version?

2011-09-11 Thread Durk Talsma
Hi Curt,

based on my experience with building FlightGear from yesterday, I'd say that 
cmake is a great tool and most likely a step forward. But. it does take a 
little getting used to, in particular the finer details of compiler 
optimizations, etc etc. I'll try to post my more details about my experiences 
this evening (I'm not in front of my development machine right now). 

FWIW, after my initial build, I also got very disappointing  performance, but 
after running a second build with all the settings right, I did got performance 
levels that I think were even better than what I had before (note, that in 
addition to switching for cmake, I also installed a complete new distributions)

Cheers,
Durk

On 12 Sep 2011, at 05:07, Curtis Olson wrote:

 Sometime in the last week I noticed the Flightgear frame rates on my machine 
 went to about 1/3 of what they were previously.  I haven't worked super hard 
 on this, but here's what I can say.
 
 When I fire up the Cub at --airport=KANE with clear skies I get:
 
 v2.4 = 90 fps (bounces around a bit but usually 90 or above)
 git = 20-25 fps (same options, same aircraft, same clear skies.)
 
 This gets even worse when I fly the f-14b off the Vinson ... even out at sea 
 with just a few clouds it seems like my frame rates are usually less than 20 
 (12-17 range) with the git version.
 
 Has anyone else noticed this or should I be looking for a local build problem?
 
 It doesn't seem to be related to my video driver update since v2.4 runs with 
 the frame rates I expect.
 
 I recently moved over to trying to build with cmake by default, but cmake 
 hides the compile options so I honestly don't know how to even check what 
 compile options I'm building with now that I switched to cmake.  Can anyone 
 tell me how to figure that out? Is there a detailed build log that gets saved 
 somewhere?
 
 Thanks,
 
 Curt.
 -- 
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - http://gallinazo.flightgear.org
 
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